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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Published by Universitas Brawijaya
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Jurnal Pengembangan Teknlogi Informasi dan Ilmu Komputer (J-PTIIK) Universitas Brawijaya merupakan jurnal keilmuan dibidang komputer yang memuat tulisan ilmiah hasil dari penelitian mahasiswa-mahasiswa Fakultas Ilmu Komputer Universitas Brawijaya. Jurnal ini diharapkan dapat mengembangkan penelitian dan memberikan kontribusi yang berarti untuk meningkatkan sumber daya penelitian dalam Teknologi Informasi dan Ilmu Komputer.
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Articles 6,945 Documents
Peramalan Jumlah Produksi Padi menggunakan Metode Backpropagation Dwi Yana Wijaya; Muhammad Tanzil Furqon; Marji Marji
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Paddy a crop that produces rice is a is the most important product for the people of Indonesia. Rice at an affordable price for the community is one of the important factors to maintain national resilience and government stability. In this case, forecasting rice production can be used as a consideration for the government to take a policy because forecasting rice production can provide an overview of information in the form of the number of products produced in the future. This study uses the Backpropagation method to forecast the amount of rice production and to evaluate the error value using the Mean Absolute Percentage Error (MAPE). Forecasting paddy production is carried out in several provinces such as DKI Jakarta, West Java, North Sumatra, Riau, and Banten. This study resulted in the smallest MAPE value with a value of 7.39%. This value is generated from data from the province of West Java with 10 neurons as input neurons, 3 hidden neurons, with initial weight and bias range value from -0.8 to 0.8, a learning rate value of 0.6, and an epoch of 50 times.
Perancangan Antarmuka Pengguna Sistem Informasi Pengelolaan Nilai Siswa SMAIT Ibnu Abbas menggunakan Metode Human Centered Design Fathiya Ihsani; Hanifah Muslimah Az-Zahra; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 1 (2022): Januari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Score management is something that is routinely done in educational institution that give the result in the form of report cards. Score management in SMAIT Ibnu Abbas still uses Microsoft Excel and teachers feel ineffective. Based on interview with teachers and homeroom teachers, SMAIT Ibnu Abbas requires a student management information system as information for student guardians, streamlining report cards distribution, and storing report cards. This study aims to make it easier for teachers to manage grades so that they can run effectively, simplify the distribution, and make it easier for students' guardians to access the report cards. The Human Centered Design method focuses on humans in the design process and has 4 stages, those are; determine the context of use, determine usage requirements, create design solutions, and evaluate design results. This research produces a prototype of an information system based on a website application. The stage of determining the context of use is determined by 5 system users, those are admin, subject teachers, homeroom teachers, students, and student guardians. Determination of tasks and goals for users, along with the system environment. The stage of determining user requirements produces some features, 43 functional requirements, and 1 non-functional requirement. The design solution stage resulted 31 wireframe page views, suggestions for improvement, and a final design prototype of 45 pages. The stage of evaluating the results of the design was tested using the System Usability Scale (SUS) to 13 respondents consisting of all user groups. The test results show an average of 70,769 which indicates that the design is acceptable. The results of usability testing on the effectiveness aspect showed the results of 98.75%.
Analisis Kualitatif Penggunaan Background Seragam pada Online Meeting Rafi Audian; Diah Priharsari; Nanang Yudi Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

This time, various kinds of activities can be carried out more easily because of the rapid development of technology. The example is when communicating between humans in the world, communication activities can be carried out more easily by using online meeting applications such as Zoom and Google Meet. The application is widely used to conduct video conferences or online meetings because it is easy to use and also had some of interesting features. One of the interesting feature is the feature to change the background of the user's camera view. The feature to change the background is widely used during webinars, work meetings, distance learning, or during other activities that use video conferencing applications or online meetings. In this study, a qualitative analysis will be carried out to determine the background of the use of uniform backgrounds in online meetings and also the views of the online meeting committee on the use of uniform backgrounds. This study involved 21 sources to collect data using interviews. The data that has been collected will be processed using the thematic coding analysis method. From the results of this study, it was found that there were five aspects that became the view of the online meeting committee on the use of uniform backgrounds and six aspects behind the use of uniform virtual backgrounds.
Monitoring Kualitas Air pada Tambak Udang berbasis Internet of Things dengan Protokol Komunikasi ZigBee Dwiki Ansarullah; Heru Nurwarsito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Aquaculture is a commodity that is quite important to meet the fulfillment of Indonesian market in addition to fishery. Water quality in a pond farming is an aspect that we need to pay attention to that for the sustainability of the biota inside. The application of pond farming in a highland cities, low air temperature, frequently become an obstacle. Besides that, 24 hours water quality check is a challenging things for pond farmers. This research is using Internet of Things with the support of communication protocol ZigBee which can make an easier way for pond farmers to access the current condition of their ponds. With expectations shrimp farmers can increase their income and didn't suffer a loss because of problems they faced. In its implementation a sensor node that contain of temperature sensor and a turbidity sensor is placed on the object of research which is home-base shrimp pond farming. Then the obtained data is sent to the node gateway and then the data will be forwarded to ThingSpeak webserver. From the testing that has been done using communication protocol ZigBee, the data transmission is quite good. In a tests that held indoors, an average delay is 1.8 s, packet loss to 0%, and the average throughput is 211.023 kbps.
Analisis Penggunaan Virtual Background Seragam di Pertemuan Daring menggunakan Teknik Coding Kualitatif M. Daffas Athadiansyah; Diah Priharsari; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Online meeting activities are carried out by some people because of the Covid-19 pandemic. Meeting activities that should be done in person can be done using online meetings. There are several applications to conduct online meeting activities, one of the applications that has many users, namely ZOOM. The application has a high level of use because of the many features and the use of features is quite easy. Among some of the features provided by ZOOM, a feature that is often used by the public is the virtual background feature. The use of virtual background by the public is usually to attend online meetings, scientific seminars, organizing events, and other events by making virtual backgrounds between participants uniform. The use of virtual background uniforms in online meeting activities is also not yet known because events held online are usually tied to the use of virtual background uniforms. The data collection in this study was carried out qualitatively to active users of uniform virtual backgrounds by conducting semi-structured interviews. The results of the interview obtained are then analyzed using thematic analysis methods and obtained results related to background using and not using virtual background uniforms and how the speakers view online meeting activities using virtual background uniforms and do not use virtual background uniforms.
Perancangan User Experience Aplikasi Pembelajaran Pembuatan Konten Digital dengan menggunakan Human Centered Design Alfi Musyaffa Ghossa; Hanifah Muslimah Az-Zahra; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Small and Medium Enterprises (SME) are individual businesses in terms of business that refer to productive economic efforts following the statutory benchmarks described in Law No. 20 of 2008. The occurrence of the COVID-19 pandemic has hampered the movement of SMEs in several ways such as production and marketing. But in the current modern era, the development of existing technology can be utilized as best as possible, of course by SMEs who are in difficult times. The intended use of technology is the use of online buying and selling media such as e-commerce or social media that can reach a large area and have minimal mobility. There is content needed in doing marketing digitally, one of which is images and videos. For this reason, training is needed for MSMEs to be able to create content that sells their products, especially for SMEs who do not have experience in the world of digital marketing. Design (HCD), which is the process of reimagining a product or service by prioritizing the needs of users. It is also a design philosophy by revealing user needs, behavior, characters, pain points, motivation through ethnographic research to get a better user experience design. The process of extracting data conducted in this study is by conducting interviews of concerned sources (SMEs), then continuing to design the context specifications of use and specifications of user needs. After that was made a solution design that is UX design in the form of the low-fidelity prototype in the form of a wireframe, which then conducted a wireframe usability evaluation of five application user representations (SMEs). From the results of the implementation and improvement of the low-fidelity prototype, a high-fidelity prototype was obtained. These results are then evaluated by three expert evaluators using heuristic evaluation methods. At this evaluation stage found six findings of problems that had an average severity rating with minor categories. Then seven problem findings have a severity rating with a medium category. Then four problem findings have an average severity rating with major categories. The findings of the usability problem then made improvements by the advice given by the evaluator, so that the results can be accepted by the user later.
Penerapan dan Evaluasi Kinerja Portabel E-Learning Server berbasis MoodleBox Moh. Abi Ramadhani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

E-learning is one of the learning methods used during the COVID-19 (Corona Virus Disease) pandemic. This learning method utilizes electronic media and internet networks which are very helpful in preventing the spread of the COVID-19 virus by implementing home learning for students. Moodle is one of the popular open source e-learning platforms that has a variety of interesting features. Some of these features include learning materials, interactive quizzes, discussion forums, chats, and so on. Moodle requires internet network access and a web browsing application or Moodle App. However, there are still some areas that have limited internet network access. One solution to this problem is to implement the MoodleBox portable e-learning server on the Raspberry Pi 4 Model B. MoodleBox is a Moodle-based portable e-learning server platform that is installed on a minicomputer and can be accessed without an internet network. The results of the implementation and performance testing showed that the average APDEX (Application Performance Index) value in the course content scenario with 10 users was 0.895 and 0.866 for the quiz content scenario. While in the condition of 30 users, the APDEX value in the course content scenario is 0.286 and 0.167 for the quiz content scenario. For variations in the number of users from 10 to 30, the average APDEX value for the course content scenario is 0.597 and 0.504 for the quiz scenario.
Pengembangan Sistem Informasi Persewaan Mobil memanfaatkan Payment Gateway (Studi Kasus : Rizky Transport Surabaya) Amanda Rizky Rossitika; Widhy Hayuhardhika Nugraha Putra; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Rizky Transport Surabaya is a car rental service that was founded in 2007 and is still running today. The services provided to the community still use the conventional system, where the main component in the system is humans. The business process applied still uses a method where customers have to come to Rizky Transport to inquire about the availability of the car they want to rent, then make payments that must be face-to-face with a note which is also still written on the receipt book. The services provided make customers less comfortable so that customers cannot place orders quickly and are also less efficient in making payment transactions. Based on the problems that have been described, a solution can be found, namely making a car rental information system using the Midtrans Payment Gateway. This car rental information system will be integrated with a payment gateway using Midtrans as a payment gateway API service and developed using the waterfall model SDLC (System Development Life Cycle) method. The programming language used is PHP, Laravel framework, and MySQL database. The test carried out is validation testing using the blackbox testing method with a 100% valid success rate. Meanwhile, the usability test got 84% results, which means the system is categorized as very feasible. In the aspect of efficiency, the result is 4.25, which means the system has succeeded in providing satisfaction to users in placing orders and payments on the car rental information system.
Pengembangan Modul Elektronik pada Pembelajaran Search Engine Marketing (SEM) dengan Metode Research and Development (R&D) (Studi pada: SMK PGRI 3 Malang) Ricky Nourman Alfaried; Retno Indah Rokhmawati; Faizatul Amalia
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 4 (2022): April 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

This study aims to develop an electronic module that suits the needs and can improve student learning outcomes in Search Engine Marketing (SEM) Online Business subjects at SMK PGRI 3 Malang. The development of electronic modules is carried out using the Research and Development (R&D) method. The developed module applies multimedia principles including Contiguity principle by placing pictures and explanations on one page, Signaling principle by marking special points, Coherence principle by adding materials related to the learning objectives only, and Redundancy principle by reducing explanations or unneeded media. The application of multimedia principles obtained a very good validation level from media experts with an average score of 4.00. Tests using a questionnaire were conducted to material experts, media experts and students to determine the validity of the electronic module. From the testing process, an average total score of 3.50 was obtained with a very good validation level. The Paired Sample T-Test test is used to measure the success rate of implementing the electronic module which is carried out by combining the students' pre-test and post-test scores. This test results in a significance value of 0.000 which is less than 0.05, so there is an increase in the value of learning outcomes obtained by students between before the application of the electronic module (pre test) and after the application of the electronic module (post test).
Evaluasi Usability Aplikasi Bank Syariah Indonesia Mobile menggunakan Metode Usability Testing dan System Usability Scale (Studi Kasus : KCP Trenggalek Sudirman 1) Annisa Julia Santoso; Satrio Hadi Wijoyo; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Bank Syariah Indonesia Mobile (BSI Mobile) is one of the distribution channels owned by Bank Syariah Indonesia to access customer accounts using 3G/4G technology and wifi via smartphones. This application receives a lot of negative reviews related to usability on the Play Store. In this research, an evaluation was carried out to determine the usability level of the BSI Mobile application using usability testing and system usability scale (SUS) methods to produce application improvement recommendations. Respondents in this study were customers of KCP Trenggalek Sudirman 1. Usability test respondents were 5 respondents and new users. SUS respondents are 30 active users of the BSI Mobile application and android users. The measurement on the learnability aspect is 65%, the efficiency aspect is 0.008 goals/sec, and the error aspect is 0.24 (relatively small). The satisfaction aspect uses the SUS method which is filled out by 30 respondents with a result of 70.75 so that is in the acceptable category and gets a C rating (good). Interviews were conducted to dig deeper into the problems experienced by respondents during usability testing. Based on the results of usability testing and interviews, there are 6 findings of usability problems. Therefore, respondents provide suggestions and guidelines sourced from google material design to make recommendations for improvement.

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